private void DrawIcon(StageNode.StageType type, Vector2 pos) { GameObject newIcon = Instantiate(myIcon, transform); activeIcons.Add(newIcon); newIcon.GetComponent <SpriteRenderer>().sprite = icons[StageNode.GetStageTypeNum(type)]; newIcon.transform.localPosition = new Vector3(pos.x, pos.y, newIcon.transform.position.z); }
private int GetTypeReward(StageNode.StageType nextStageType) { switch (nextStageType) { case StageNode.StageType.Treasure: return(2); default: return(0); } }
public ShouldStillGenerate(int numGenericRooms, int numWaysDown, int numSpecialRooms, StageNode.StageType specialRoomType) { if (numGenericRooms < 0) { numGenericRooms = 0; } this.numGenericRooms = numGenericRooms; this.numWaysDown = numWaysDown; this.numSpecialRooms = numSpecialRooms; this.specialRoomType = specialRoomType; }
private int GetTypeRisk(StageNode.StageType nextStageType) { switch (nextStageType) { case StageNode.StageType.Challenge: return(2); case StageNode.StageType.Treasure: return(1); default: return(0); } }